Jivi's Posts
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@dueal Can you send binaries(libs and/or dlls and headers) of your game engine for testing and review by the developers in this team so we can make a final decision. Can you upload to github if you don't mind? Also, Can you send your github account so that I can add you to the project? |
dueal: @jivi ..yes it has support for off screen post processing and supports d various shader languages. FSAA work well and is fast enuf so no need for a fallback for now. also runs at 58fps wit all systems active...subsystems can b shutdown or paused at anytime. also has utility for physics debugging. i made it for a fightibg game but its mostly modular and doesnt hv a bias towards fighting gamesyeah, FSAA is great until you use it with deferred rendering with Multiple Render Targets. I guess your engine is a strong enough candidate. I want to believe the entire architecture of the game engine in terms of scene nodes is well organized for maximum speed and batching. |
@dueal MSAA is FSAA We would need like a fallback for deferred lighting in the shader FXAA or Edge based AA. Although, there are techniques for using MSAA along with deferred lighting. |
@dueal Great. Impressive. You are so all round in 3d games. I am assuming your hard shadow implementation is with shadow volumes. Does your engine support post processing effects too? The features listed below are definitely gonna be needed and most of them are post processing effects that greatly improves the visual quality of the rendered scene. It does not matter if it is already in your engine or not but what matters is if your engine provides support for implementing it easily. Shaders is one of them. Frame Buffer Objects is the other. 1.cascaded shadow maps/shadow maps/cube map shadow mapping for point lights or six packed shadow maps etc. 2.screen space ambient occlusion, 3.Optimized Deferred Rendering, 4.God Rays, 5.lens flare, 6.halo effect, 7.motion blur, 8.depth of field, 9.night vision, 10.thermal vision, 11.Bloom, 12.Hdr Bloom |
jjk24: So where r we nw !! We nid d tp view of d barracks and d game design finalized!! Jivis got 2 explain dis gitub stuff 2.! !! So we can share each odas models!! And also r we usin dueals engine!! Or unity!...It depends on the features supported by dueal's engine. @dueal. What are the 3d graphics features supported in your engine? Which of the following features does your game engine support? 1. shaders(glsl, cg, hlsl), 2. cascaded shadow maps, 3. screen space ambient occlusion, 4. Optimized Deferred Rendering, 5. God Rays, 6. lens flare, 7. halo effect, 8. motion blur, 9. depth of field, 10. night vision, 11. thermal vision, 12. fast terrain rendering, 13. normal mapping, 14. FXAA or any antialiasing technique other than MSAA, 15. Bloom, 16. Hdr Bloom, 17. Realistic water rendering and simulation, 18. order independent transparency, 19. Instanced Rendering, 20. Skeletal Animation and Particle Simulation in Shaders 21. Ability to handle multiple levels of Detail for 3d Models 22. Memory Management 23. Scene Management 24. Scripting Support These are some of the criteria we would use to know which game engine to go with. If it supports some or provides means of extending support for most of these features and still maintains a reasonable speed. Then, dueal's engine can be considered as a candidate against unity. |
This is a very basic tutorial but it is sufficient for now. As the project advances, if we need more info on the use of github. I will create new tutorials for that. |
In this link, the Red Arrows are now merged into the images but the image quality is less because I cannot take the screenshots all over again. Download whichever one(links) works for you. http://www.gamefront.com/files/23837121/Basic+GitHub+Tutorial+for+Beginners_B.zip |
This will get those who know nothing about github started in no time. If you have displaced red arrows due to your version of office. Just tell me and I will try to post a better one with the red arrows as part of the image. http://www.gamefront.com/files/23837095/Basic+GitHub+Tutorial+for+Beginners.zip |
dueal: @all...whats Gwon Gwon?Gwon Gwon is either isi-ewu or like isi-ewu. I think they are different ways of preparing isi-ewu. I dont know the part of the goat it is made from but I always thought it was made from the head or stomach or so. |
Awesome |
We can use a school plan class, admin, hostel, assembly, staff quarters etc |
dueal: @jivi...certainly not cel shadingGreat! |
@dueal or do you mean certainly not Cel-shading? |
@dueal, Then, whats the point of it being next gen |
Nice one, but we are not going to use cel-shading with the new style. The lighting of the environment is gonna be realistic |
@dueal Any ideas for the level design? |
jjk24: yea a culd do that buh can't post it here d image quality sucks !! Mayb sum1 good with photoshop or gimp sha I geht gimp fit try am leta!! so mission update!!-- mr goatie as escaped n he his about 2 go rescue d odas -- we have two choices here ida e goes in with full ammunition with d moutain goats or- he goes alone with only a cutlass finds a way 2 d weapons shade 2 fully equip him sef n dem he go guns blazing!!!--- - *-*Let him just start all out with full ammunition. |
Apart from modelling, we need a top view plan of the barrack in general. |
dueal: so long as its 3 or 4 sided faces yes they work...but modeling packages let u do stuff dat produces faces with more sides or disproportionate tri(too long).if there's a function the checks for clean mesh in ur program then good...else use zbrush to load d mesh...if it doesnt complain and u dnt see holes in d mesh imported then fineOkay, I'm not a modelling package expert though. I can only use AutoCAD(due to my Engineering background) and then use MeshLab for cleaning up the exported model. |
dueal: tips...i quite certain we need clean models (meshs having only quad faces). these wont workWhy wont they work? They all have to be triangulated before they end up being used by the underlying API(Opengl/Direct X) |
I created this model sometime back. We can use it for this game. Also, I have to explain the github thing too.
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jjk24:Cool. I know this site. The picture of the dirt texture stuff I posted earlier. I got the level model from that site. It has a lot of great models. We are obviously not going to be able to model everything. I can also get rigged animation of a soldier character with all the moves except climbing a ladder.
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I have no texture mapping skill at all. so, na dueal. |
ok, great. so, we can start modelling hostel-like buildings. one or more hostel-like building duplicated in different places with uniques decay texture for each. one administrative building one or two cafeteria several shades weapon storage etc. I will start modeling one cafeteria. |
@dueal, jjk24. do we start modelling Nigerian buildings randomly or are there buildings specific to barracks? |
That brings us back to level design - barracks |
Lets focus on the interactive parts for now. |
jjk24: Yea yea barracks it is den!! So goatie escapes !! Goes back 2 d barracks 2 rescue odas?! E doesn't have weapons does he!?- or r we skipping the it 2 where dey alredi hav ammunition!!-He already has weapons. |
If we are going to skip, where do we skip to. I suggest we skip to * ammo needed [ goaty infiltrate military base for weapons and ammos ] the goats have acquired some weapons and were about to leave when Gwon Gwon got killed and they had to retrieve Gwon Gwon's body. Immediate battle against AI opponents through a barrack level. Preboy: outline of stages |
Peterjosh: @jjk24,I really don't want the first phase to be love another run game in the making. Some little wisdom on the part of Mr Goatie in his run can make the game more special and quite differentWe already know that goatie has to escape. The question now is. How is he going to escape. Is he going to be running or fighting or both? A better Idea is always welcome. Worst case scenario, we skip all these phases as cutscenes as @dueal suggested earlier if I am not mistaking and go straight into the gun battle and establish a no-nonsense character for goatie as against a running away - ish character. However, I still think we are on the right path by starting with the escape. We can still improve on it to make it very different from another running game like you said @Peterjosh |
jjk24: yea dahs wah I also tot@ d 4 legs part!!- and d oda question abot dere bein oda goats!! D game is basically based arnd goats!- or u mean in d 1st mission dey might be hanging arnd buh I dnt tink dey will take part in enifin in dis 1st mission!!- mehn aa love d cassava water tin u said and d hidding stuff - I tink stealth will play a big role in dis game -- buh don't u tink dis will slw dwn d pace in dis 1st mission?!We should add the cassava stuff as health package for the entire game. Also, we could put it around in the first mission to reboost goatie's health after some stoning damage along the escape path |
Try Weka in Java here: http://www.cs.waikato.ac.nz/ml/weka/ |
Where everi 1 na. @jivi n co!!
eni way !! We can't mak all d models we nid so I found a gud site we culd geht weapon models mehn see me see guns!!